I have designed a new icon for my app/Tahoe in Icon Composer (launched from within Xcode)but I simply cannot get it to show up. The documentation for Icon Composer spends a lot of time describing how to design the icons but goes distressingly vague/silent on how one might use it. It suggests that I should drag the file to Xcode and it will guide me as to where to put it.
The app continues to use the old (pre-Tahoe) icon.
I don't get any change of behaviour and I don't know what to name the file. I assume that there are no other settings that I have to change. I can't find anything on the web or in Apple's documentation: maybe I'm missing something obvious!
My app is a working NSDocument-based Cocoa project.
Any suggestions please.
Tahoe 26.0.1, Xcode 26.0.1, Apple M1 Max MBP.
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At the Platform State of the Union, Apple demoed clicking a ✨ button in the Xcode toolbar to use Apple Intelligence in Xcode.
I don't see that button in Xcode Version 26.0 beta (17A5241e). Am I missing it? It's supposed to be in the upper-left corner, right?
Do I need to turn it on or something? I'm on macOS 15.5 Sequoia, on a 16-inch, 2021 MacBook Pro
I'm getting EXC_BAD_ACCESS (code=2, address=0x7ff8a6e2fcce) when launching my app on the simulator with Address or Thread Sanitizer enabled. I'm running Xcode 16.3 (16E140) on macOS Sequoia 15.4.1 (24E263). The call stack looks like the following.
On the device, there is no crash, but this message is printed to the console:
malloc: nano zone abandoned due to inability to reserve vm space.
(Not sure if it's related.)
Does anybody know what is causing the crash?
Thread 1
#0 0x0000000103361f5b in __sanitizer::MemoryMappingLayout::Next ()
#1 0x000000010336034b in __sanitizer::MemoryRangeIsAvailable ()
#2 0x000000010334db77 in __asan::InitializeShadowMemory ()
#3 0x0000000103395069 in __asan::AsanInitInternal() (.cold.1) ()
#4 0x000000010334d352 in __asan::AsanInitInternal ()
#5 0x0000000103394f65 in __asan_init.cold.1 ()
#6 0x000000010334d325 in __asan::AsanInitFromRtl ()
#7 0x0000000103343289 in wrap_malloc_default_zone ()
#8 0x00007ff801b15f86 in __malloc_init ()
#9 0x00007ffa160080be in libSystem_initializer ()
#10 0x000000010306eb11 in invocation function for block in dyld4::Loader::findAndRunAllInitializers(dyld4::RuntimeState&) const ()
#11 0x000000010308f364 in invocation function for block in dyld3::MachOAnalyzer::forEachInitializer(Diagnostics&, dyld3::MachOAnalyzer::VMAddrConverter const&, void (unsigned int) block_pointer, void const*) const ()
#12 0x00000001030aad7c in invocation function for block in mach_o::Header::forEachSection(void (mach_o::Header::SectionInfo const&, bool&) block_pointer) const ()
#13 0x00000001030a83c9 in mach_o::Header::forEachLoadCommand ()
#14 0x00000001030a98c8 in mach_o::Header::forEachSection ()
#15 0x000000010308ef62 in dyld3::MachOAnalyzer::forEachInitializer ()
#16 0x000000010306e9ac in dyld4::Loader::findAndRunAllInitializers ()
#17 0x0000000103074da1 in dyld4::JustInTimeLoader::runInitializers ()
#18 0x00000001030807c5 in dyld4::APIs::runAllInitializersForMain ()
#19 0x000000010305efac in dyld4::prepare ()
#20 0x000000010305e36e in _dyld_sim_prepare ()
#21 0x000000010993b2a0 in dyld4::prepareSim ()
#22 0x0000000109939963 in dyld4::prepare ()
#23 0x000000010993981f in dyld4::start(dyld4::KernelArgs*, void*, void*)::$_0::operator()() const ()
#24 0x00000001099394da in start ()
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
iOS
Xcode
Simulator
Xcode Sanitizers and Runtime Issues
"EnableLiveAssetServerV2-com.apple.MobileAsset.MetalToolchain" = on;
ProductName: macOS
ProductVersion: 26.0.1
BuildVersion: 25A362
The MetalToolchain is installed, however I keep getting error that MetalToolchain cannot be found by the Xcode
"Command CompileMetalFile failed with a nonzero exit code"
error: error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain
❯ xcodebuild -downloadComponent MetalToolchain
2025-10-31 11:18:29.004 xcodebuild[6605:45524] IDEDownloadableMetalToolchainCoordinator: Failed to remount the Metal Toolchain: The file “com.apple.MobileAsset.MetalToolchain-v17.1.324.0.k9JmEp” couldn’t be opened because you don’t have permission to view it.
Beginning asset download...
2025-10-31 11:18:29.212 xcodebuild[6605:45523] IDEDownloadableMetalToolchainCoordinator: Failed to remount the Metal Toolchain: The file “com.apple.MobileAsset.MetalToolchain-v17.1.324.0.k9JmEp” couldn’t be opened because you don’t have permission to view it.
Downloaded asset to: /System/Library/AssetsV2/com_apple_MobileAsset_MetalToolchain/4ab058bc1c53034b8c0a9baca6fba2d2b78bb965.asset/AssetData/Restore/022-17211-415.dmg
Done downloading: Metal Toolchain 17A324.
I am using SwiftData for my model. Until Xcode 15 beta 4 I did not have issues. Since beta 5 I am receiving the following red warning multiple times:
'NSKeyedUnarchiveFromData' should not be used to for un-archiving and will be removed in a future release
This seems to be a CoreData warning. However, I am not using CoreData directly. I have no way to change the config of CoreData as used by SwiftData.
My model just uses UUID, Int, String, Double, some of them as optionals or Arrays. I only use one attribute (.unique).
I downloaded the latest version of Xcode 26 (beta). I'm running Max OS 15.5. How can I use Claude 4 Opus? I can't wait to try this out. Thanks in advance!
Topic:
Developer Tools & Services
SubTopic:
Xcode
I have an AppleTV app which I released in 2016. I've updated it and released a new version every year without much hassle.
This year, with tvOS 17.2, the layered app icon isn't working right. This is a two-layer image made with PNGs.
When it's selected, it looks right and the layers move correctly:
But when it's not selected, the background layer disappears:
Screenshots are from the simulator but it also happens on the device. It's inconsistent; sometimes it's the front layer that disappears. Occasionally both layers work, but I can't tell why.
I've spent a day trying everything. Very frustrated.
The icon previews correctly in Xcode and in Parallax Viewer.
The image sizes are correct: 400 x 240 for Small, 800 x 480 for Small@2x, 1280 x 768 for Large.
The back layer is a non-transparent PNG.
I tried adding a Large@2x set. Didn't help.
Originally I had a three-layer image with no middle layer PNG. I deleted the empty middle layer, but that didn't help.
All the PNG files are from GnuIMP. Same color space, even.
I was using the filenames tvicon-back-s.png and tvicon-back-s@2x.png. I tried taking out the @ sign in case that was confusing Xcode. (It never has before, but I am flailing here.)
Anybody have any clues? If it's an Apple bug and there's nothing I can do, I'm going to just push the release button and hope it fixes itself someday.
I am building a bundle target for macOS 12 and later using Xcode. The bundle is not a standalone app, but a plug-in that is loaded by a host app. The code is written in Swift and uses the new Span API which is available in the OS-provided standard library in macOS 26 and backdeploys to macOS 10.14.4+.
Xcode should instruct the linker to include libswiftCompatibilitySpan.dylib in the compiled bundle to provide this backdeployment, but that does not happen.
SwiftPM does this additional linking by adding an rpath.
When trying to load the bundle using the NSBundle.loadAndReturnError() API, I get the following error on macOS 15 (and no error on macOS 26):
Error Domain=NSCocoaErrorDomain Code=3588 "dlopen(.../MyBundle.someBundle/Contents/MacOS/MyBundle, 0x0109): Library not loaded: @rpath/libswiftCompatibilitySpan.dylib
Referenced from: <CE92806C-94B7-367E-895D-EF6DF66C7FC2> .../MyBundle.someBundle/Contents/MacOS/MyBundle
Reason: tried: '/usr/lib/swift/libswiftCompatibilitySpan.dylib' (no such file, not in dyld cache), '/System/Volumes/Preboot/Cryptexes/OS/usr/lib/swift/libswiftCompatibilitySpan.dylib' (no such file), '/private/Frameworks/libswiftCompatibilitySpan.dylib' (no such file), '.../MyBundle.someBundle/Contents/MacOS/../Frameworks/libswiftCompatibilitySpan.dylib' (no such file), '/usr/lib/swift/libswiftCompatibilitySpan.dylib' (no such file, not in dyld cache), '/System/Volumes/Preboot/Cryptexes/OS/usr/lib/swift/libswiftCompatibilitySpan.dylib' (no such file), '/private/Frameworks/libswiftCompatibilitySpan.dylib' (no such file), '.../MyBundle.someBundle/Contents/MacOS/../Frameworks/libswiftCompatibilitySpan.dylib' (no such file)" UserInfo={NSLocalizedFailureReason=The bundle couldn’t be loaded., NSLocalizedRecoverySuggestion=Try reinstalling the bundle., NSFilePath=.../MyBundle.someBundle/Contents/MacOS/MyBundle, NSDebugDescription=dlopen(.../MyBundle.someBundle/Contents/MacOS/MyBundle, 0x0109): Library not loaded: @rpath/libswiftCompatibilitySpan.dylib
Referenced from: <CE92806C-94B7-367E-895D-EF6DF66C7FC2> .../MyBundle.someBundle/Contents/MacOS/MyBundle
Reason: tried: '/usr/lib/swift/libswiftCompatibilitySpan.dylib' (no such file, not in dyld cache), '/System/Volumes/Preboot/Cryptexes/OS/usr/lib/swift/libswiftCompatibilitySpan.dylib' (no such file), '/private/Frameworks/libswiftCompatibilitySpan.dylib' (no such file), '.../MyBundle.someBundle/Contents/MacOS/../Frameworks/libswiftCompatibilitySpan.dylib' (no such file), '/usr/lib/swift/libswiftCompatibilitySpan.dylib' (no such file, not in dyld cache), '/System/Volumes/Preboot/Cryptexes/OS/usr/lib/swift/libswiftCompatibilitySpan.dylib' (no such file), '/private/Frameworks/libswiftCompatibilitySpan.dylib' (no such file), '.../MyBundle.someBundle/Contents/MacOS/../Frameworks/libswiftCompatibilitySpan.dylib' (no such file), NSBundlePath=.../MyBundle.someBundle, NSLocalizedDescription=The bundle “MyBundle” couldn’t be loaded.}
My setup:
Xcode 26.2
macOS 26.2 (25C57) SDK (Built-in)
So I have a MacOS application that was working just fine before Xcode 16. The Widgets are not working anymore.
The main application and the widgets share a file in a common App Group.
The widget app now get a permission error when accessing the file.
Also, the Widget Kit simulator keeps crashing.
I also try to start a new project in Xcode, add a target with a Widget extension with an App Intent and run it, and it also crashes.
Sometimes, it doesn't crash but just display the error: "Failed to load widget. The operation couldn't be completed. (WidgetKit_Simulator.WidgetDocument.Error error 2.).
Edited to attach WidgetKit error log
widgetKitError.txt
Hello!
When launching/debugging on my iPad and iPhone I keep getting the following error:
“Previous preparation error: Failed to find a DDI … Run ‘devicectl list preferredDDI’ …”
I believe this was caused by a previously interrupted Xcode update around June due to low disk space, which may have left DeviceSupport/DDI/CoreDevice files incomplete. Even after finishing the update later, the error persists. I now use a new Mac with 4 TB of storage, but the issue still occurs.
Since then I have unfortunately been blocked from testing or presenting my app on devices. It seems that only a new, fully completed Xcode update might resolve the problem.
Tried so far:
– Cleared caches (CoreDevice/Devices)
– Reset trust on device and re-paired
– Checked devicectl list preferredDDI
I would really appreciate guidance, as at the moment I cannot present my app due to this blocking issue.
Thank you very much for your support!
Topic:
Developer Tools & Services
SubTopic:
Xcode
Issue :
When creating a new project in Xcode 26.0 and adding a Share Extension target without modifying any code, the app crashes upon displaying the extension screen with the following error:
*** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'The layout constraints still need update after sending -updateConstraints to <_UINavigationBarTitleControl: 0x105b9cc00; frame = (0 0; 0 0); layer = <CALayer: 0x10b834270>>. _UINavigationBarTitleControl or one of its superclasses may have overridden -updateConstraints without calling super. Or, something may have dirtied layout constraints in the middle of updating them. Both are programming errors.'
Environment :
Xcode 26.0
iOS 26.0 (physical device)
Note: This issue does not occur when running on iOS 18.3.1 (physical device).
Temporary Workaround :
Adding the following implementation to the isContentValid method prevents the exception from occurring:
Objective-C- (BOOL)isContentValid { // Do validation of contentText and/or NSExtensionContext attachments here if (@available(iOS 26, *)) { self.navigationController.navigationBarHidden = YES; } return YES; }
Questions :
Is there any alternative way to avoid this exception?
Since this crash occurs with the default implementation generated by Xcode, is there any plan to fix it in future updates?
Topic:
Developer Tools & Services
SubTopic:
Xcode
90714: Invalid binary. The app contains one or more corrupted binaries. Please rebuild the app and resubmit.
我开发的OC项目,三个月前打包分发还没有问题,半个月前开始就一直报这个错。查了很多资料都无法解决,所有的SDK也都升级了,还是报这个错,麻烦Apple的工程师帮忙指正一下问题,如何解决这个问题。
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
iOS
App Store Connect
TestFlight
Developer Program
Since upgrading my iPhone 13 Pro Max to iOS 26, apps have become nearly impossible to debug. The recent update to iOS 26.1 has made this even worse.
Going from app start to a fully rendered & responding screen takes <1 second on a Debug build when no debugger is attached, but with the debugger attached I get these times (measured manually with a stopwatch):
First render:
<1 second without debugger
5 seconds on USB debugger
30 seconds on wireless debugger
Data loaded from webserver and UI responding:
<1 second without debugger
19 seconds on USB debugger
5 minutes on wireless debugger!
Doing an online speed test reports 55 Mbps for the phone and 60 Mbps on the MacBook, so I doubt it's my WiFi.
Having a debugger attached used to make minimal difference on iOS 18, but the performance has tanked completely since the last major release. What happened?
I encountered this issue with an app I'm writing that accepts arguments. With some troubleshooting I've determined that this is an inherent behaviour in how Xcode 16 compiles SwiftUI apps and how macOS 15 launches them.
The issue:
Launching the app as open /Applications/AppName.app --args --arg1 --arg2 --arg3 etc should allow the app to process the arguments as CommandLine.arguments and this is still the case. How the app sees arguments is unchanged and doesn't matter if you use CommandLine.arguments or swift argument parser or don't have arguments at all. This will affect any SwiftUI app as I'll demonstrate below.
The problem is that if you use a mix of arguments as --arg value pairs or --arg as a flag, then depending on the order the arguments are provides, the app won't launch properly. The icon will appear in the dock but no window appears until you click the icon in the dock. (BTW, having "Application is agent (UIElement)" set to YES in the Info.plist makes this task rather difficult.)
In testing if you use all flags, it's fine. if the flags are in pairs, it's fine. if you have one flag and then a --arg value pair, you will see the issue. If you reverse the order so the flag is after then it works fine.
How to replicate:
On macOS 15 and Xcode 16
Open Xcode
Create a new macOS App (called demoapp in my example)
Select SwiftUI as the interface
Build
That it. Don't add anything and just build the boilerplate hello world app that Xcode makes for you. Once that's built, cd to your /Build/Products/Debug/ directory in terminal and try the following (this happens if you build for release as well):
note, the app window will display when you click the icon in the dock, just not on initial launch
# three single arguments
open ./demoapp.app --args --foo --bar --baz
# App window displays as expected
# one single argument, one arg value pair
open ./demoapp.app --args --foo --bar baz
# The app window will not appear.
# same arguments as before but the single argument is after the arg value pair
open ./demoapp.app --args --bar baz --foo
# App window displays as expected
# arg[1] without `-` or `--` prefix
open ./demoapp.app --args foo --bar --baz
# The app window will not appear.
# arg[1] and arg [2] without prefix
open ./demoapp.app --args foo bar --baz
# The app window will not appear.
# single - in front of the first two arguments
open ./demoapp.app --args -foo -bar baz
# The app window will not appear.
# single - in front of the first three arguments
open ./demoapp.app --args -foo -bar -baz bob
# App window displays as expected
No idea what is going on but I suspect macOS does some pre-processing before launching the app, for example you can do stuff like open /Applications/SomeApp.app --args -AppleLanguages '(de)' to run using a specific language. I presume the OS is pre-processing arguments before launching the app proper.
If I compile the app using Xcode 15.4 then this issue is not present. Also Apps compiled with Xcode 16 do not exhibit the issue on macOS 14 or earlier. It's a specific Xcode 16, macOS 15 thing in the way the app is compiled that makes it behave this way.
I hope I've explained it correctly, but it's very easy to replicate. I filed a feedback for it (under a different apple account), FB15577018.
Any insight into what's going on here would be helpful. Also if there's any compiler flags I could be setting. In my actual project, I'm not making any other changes. The same code compiled under Xcode 16 (.0 or .1RC) behaves differently to Xcode 15.4.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hi everyone. I have the following code that I am trying to execute in Xcode. I then install it on my iPhone. It doesn't run at all and I don't know why. Any thoughts?
Thank you.
import CoreMotion
class MyViewController: UIViewController {
let motionManager = CMMotionManager()
func startAccelerometer() {
if motionManager.isAccelerometerAvailable {
motionManager.accelerometerUpdateInterval = 0.1 // 10 updates per second
motionManager.startAccelerometerUpdates(to: .main) { (data, error) in
guard let accelerometerData = data else { return }
let x = accelerometerData.acceleration.x
let y = accelerometerData.acceleration.y
let z = accelerometerData.acceleration.z
// Process the x, y, and z acceleration values here
print("X: \(x), Y: \(y), Z: \(z)")
}
}
}
}
Topic:
Developer Tools & Services
SubTopic:
Xcode
I just noticed this today while building a React Native app.
Anybody else seen this and know what it means/how to track it down/how to fix it
why xcode has no option to fold all
Topic:
Developer Tools & Services
SubTopic:
Xcode
Comments are not displayed correctly in Xcode 16. As you can see on the included screenshot, the first /// are displayed correctly but the remaining ////////////////////////// are super small.
In a programming text editor, like Xcode, all characters MUST be monospaced. Otherwise it is impossible to code. Xcode is not supposed to be a word processor.
There are no parameters to fix that. It was working fine for the past 15 years on Xcode. Please fix that so I can work again. And never do that ever again. Understood?
Topic:
Developer Tools & Services
SubTopic:
Xcode
I tried to monitor the device's network status with Network framework code below.
let networkMonitor = NWPathMonitor(requiredInterfaceType: .cellular)
networkMonitor.pathUpdateHandler = { [weak self] path in
if path.status == .satisfied {
print("Cellular Satisfied")
} else {
print("Cellular Unsatisfied")
}
}
When I run the app in my iPhone(iOS 15.5) and turn cellular on/off, iPhone suddenly loses connection with XCode.
Lost connection to the debugger on “...'s iPhone”.
Domain: IDEDebugSessionErrorDomain
Code: 12
Recovery Suggestion: Restore the connection to “...'s iPhone” and run “...” again, or if “...” is still running, you can attach to it by selecting Debug > Attach to Process > ....
User Info: {
DVTErrorCreationDateKey = "2022-06-23 02:16:30 +0000";
IDERunOperationFailingWorker = DBGLLDBLauncher;
}
Analytics Event: com.apple.dt.IDERunOperationWorkerFinished : {
"device_model" = "iPhone13,2";
"device_osBuild" = "15.5 (19F77)";
"device_platform" = "com.apple.platform.iphoneos";
"launchSession_schemeCommand" = Run;
"launchSession_state" = 2;
"launchSession_targetArch" = arm64;
"operation_duration_ms" = 5861;
"operation_errorCode" = 12;
"operation_errorDomain" = IDEDebugSessionErrorDomain;
"operation_errorWorker" = DBGLLDBLauncher;
"operation_name" = IDEiPhoneRunOperationWorkerGroup;
"param_consoleMode" = 0;
"param_debugger_attachToExtensions" = 0;
"param_debugger_attachToXPC" = 1;
"param_debugger_type" = 5;
"param_destination_isProxy" = 0;
"param_destination_platform" = "com.apple.platform.iphoneos";
"param_diag_MainThreadChecker_stopOnIssue" = 0;
"param_diag_MallocStackLogging_enableDuringAttach" = 0;
"param_diag_MallocStackLogging_enableForXPC" = 1;
"param_diag_allowLocationSimulation" = 1;
"param_diag_gpu_frameCapture_enable" = 0;
"param_diag_gpu_shaderValidation_enable" = 0;
"param_diag_gpu_validation_enable" = 0;
"param_diag_memoryGraphOnResourceException" = 0;
"param_diag_queueDebugging_enable" = 1;
"param_diag_runtimeProfile_generate" = 0;
"param_diag_sanitizer_asan_enable" = 0;
"param_diag_sanitizer_tsan_enable" = 0;
"param_diag_sanitizer_tsan_stopOnIssue" = 0;
"param_diag_sanitizer_ubsan_stopOnIssue" = 0;
"param_diag_showNonLocalizedStrings" = 0;
"param_diag_viewDebugging_enabled" = 1;
"param_diag_viewDebugging_insertDylibOnLaunch" = 1;
"param_install_style" = 0;
"param_launcher_UID" = 2;
"param_launcher_allowDeviceSensorReplayData" = 0;
"param_launcher_kind" = 0;
"param_launcher_style" = 0;
"param_launcher_substyle" = 0;
"param_runnable_appExtensionHostRunMode" = 0;
"param_runnable_productType" = "com.apple.product-type.application";
"param_runnable_swiftVersion" = "5.6";
"param_runnable_type" = 2;
"param_testing_launchedForTesting" = 0;
"param_testing_suppressSimulatorApp" = 0;
"param_testing_usingCLI" = 0;
"sdk_canonicalName" = "iphoneos15.4";
"sdk_osVersion" = "15.4";
"sdk_variant" = iphoneos;
}
In my opinion, it seems like an error of XCode. Plz let me know if there's any solution.
Also, there's a similar issue here : https://developer.apple.com/forums/thread/681459
Despite Xcode being the one and most used IDE for iOS, it is far from perfect. I have used many tools in my career and here are some features, that would make it much better or what I miss from other IDEs. I encourage others to chip in discussion and lets all hope, Apple starts to improve Xcode. Will put each issue in separate comment below.
Slow debugger: not sure what bloat Xcode has or what it is doing, but sometimes it can take more than 10 seconds from breakpoint firing to actually see values. Moreover when debugging SwiftUI or something objC I have to drill down to see value of property or use po and p command and hope it works. SwiftUI views and states are a big pain to debug, to see what is changing a value I have to always use didSet trick or some other black magic. Is it too hard to make it easier? Breakpoints with condition can take up to 1 minute to load and I have M1 Max MBP. Just tried cursor IDE few days ago and breakpoints are much faster and without too much bloat in variable inspector.
Topic:
Developer Tools & Services
SubTopic:
Xcode